Post by Lord Protector on Apr 5, 2021 5:28:53 GMT
MAIN SECTION
Hero Info
Name: The Iron Knight | Class: Adventurer (Partial Technomancer / Partial Warrior) | Level: 1
Background: Soldier | Species/Gender: Mechanical (Natural Durasteel Armor and +1 to AB and AC) Male | Homeworld: Mechanus
Faction: The Metal Lords
Languages: Common, Binary | Size: Normal (1 Hex)
Saving Throws
Physical: v14 Mental: v14 Evasion: v13
Attributes
Strength 9 | 0 + 0
Dexterity 18 | +2 + 0
Constitution 15 | +1 + 0
Intelligence 9 | 0 + 0
Wisdom 14 | +1 + 0
Charisma 8 | 0 + 0
Core Statistics
Hit Points: 9 | Permanent Strain: 0 + System Strain: 0 / Max Strain: 15
XP: 0 / 3 | Armor Class: 19 | Attack Bonus: +1
Movement: 10 Initiative Bonus: +4
Mundane Skills
Administer -1 | Program -1
Connect -1 | Punch -1
Exert -1 | Shoot 0
Fix 0 | Sneak -1
Heal -1 | Stab +1
Know -1 | Survive -1
Lead 0 | Talk -1
Notice -1 | Trade -1
Perform -1 | Work -1
Pilot -1 | Unspent Skills Points: 0
Special Skills
Magic: 0
Biopsionics -1 | Telekinesis -1
Metapsionics -1 | Telepathy -1
Precognition -1 | Teleportation -1
Unspent Psionic Skill Points: 0
Effort/Energy
Bonus: 0 Current: 0 Scene: 0 Day: 0 Uncommitted: 2
Foci
Mechanical Origin
Gains immunity to Mental based Psychic abilities; Natural durasteel armor with AC 16 and -2 damage reduction to all incoming damage; +1 to attack bonus and AC
Partial Technomancer
Gain a -1 penalty to your attack bonus, this cannot reduce the attack bonus below 0. Gain Magic as bonus skill. The Energy score is counted as with the Technomancer class. For the purpose of picking their relics, Partial Technomancers use their level divided by two, rounded up, for example they can pick a Level 1 relic at level 1, Level 2 relic at level 3, and so forth. These relics take the Partial Technomancer's full level when determining the effects of their incantations.
Partial Warrior
You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.
Close Combatant - Level 1
Level 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore any damage from attacks that miss you (even minimum damage guaranteed by other Foci). Level 2: Each of your attacks, even a miss, deals at least half of your level, rounded down, plus your Stab skill in damage. The damage type of this attack depends on the weapon you are currently wielding. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.
Psychic and Magic Techniques
Modified Personal Melee Weapon (Offensive Technomancy Level 1) | 1 Energy per Battle
At Level 1 pick an Ionic, Concussive, Incendiary, Impact, or Cryotic effect, pick whether it's a 1d10 one handed or a 1d12 two handed weapon, whether it deals Energy of Physical damage, and whether it relies on Stab or Punch skill, in a successful melee attack deal 1d10 or 12 damage, and apply the effect. At Level 3 add your Magic skill to the damage. At level 5 add your Character Level to the damage as well and pick another effect from Ionic, Concussive, Impact, Incendiary, or Cryotic.
EQUIPMENT
Readied: 4 / 5 | Stowed: 0 / 9 | Credits: 0 | Credits Owed: 300
Equipment List
1: Bright Light, Modified Energy Blade | 0 cr | Status: Readied
1: Natural Durasteel Armor | 0 cr | Status: Readied
1: Wrist Blaster | 0 cr | Status: Readied
1: Machine-designed Combat Shield | 500 cr | Status: Readied
Weapons
Name: Bright Light (Modified Energy Blade) | Concussive | 0 cr | Total Attack Bonus: +4 | Damage: 1d10 Physical | Range: Melee
Concussive: Can't be deflected by an energy blade, damage is not negated by armor, on hit make Evasion check, if failed the target is thrown back 1d4 hexes in opposite direction and knocked prone
An energy blade of bright-white light, as it moves through the air it shimmers with powerful magnetic shield, a hint that upon contact this blade will not cut but deliver blunt force instead.
Name: Wrist Blaster | Plasma, Light | 0 cr | Total Attack Bonus: +3 | Damage: 1d6 Energy | Range: 20/40
Plasma: Able to overcharge shots for additional +2 damage, each time this is done roll a 1d20, on a 1 the weapon overheats. If it overheats roll a 1d100, at a 1 the weapons explodes in 1 hex range dealing 2d6 energy damage, half damage if succeed an evasion check, on 9-10 the weapon melts, becoming unusable, on a 100 nothing happens, the rest of results it becomes unusable for a turn.
Light: Does not give penalty for dual wielding in the off-hand
Armor
Active: Yes | Name: Natural Durasteel Armor | -2 to all damage | 0 cr | AC: 16 | Type: Combat | Str Bonus: 0 | Status: Readied
Cyberware: 0 Cyberware Strain 0
N/A
Miscellaneous Equipment
Machine-designed Combat Shields
Reduce all incoming damage from a barrage (All attacks from the same squad or unit) by half once per round, grants immunity to Ionic special rule unless from an EMP grenade.
BIOGRAPHY
Character Description
A tall, skeletal technomancer war-machine clad in dark cloaks and robes. He moves with fabricated precision common among those of the mechanical kind. His body is a formation of overlapping light-silver plates in a semi-reptilian or insectoid silhouette. His feet are clawed and legs digitigrade, six fingers adorn his hands, and the markings on his pale, elongated skull are illuminated by the crimson glow of large, compound photoreceptors.
Character Backstory
Forged as a war-machine serving a cartel on an unnamed back-water world, much of his early existence was marked frequent changing of ownership until he was able to achieve self-emancipation. Since then the Iron Knight, as he renamed himself, begun working independently as a mercenary and a bounty hunter until finally he amassed enough resources to provide shelter and protection for other free machines like himself, forming what would later on become the Metal Lords.
Current Goals
Bounty Hunter: Collect 10 bounties; Grow Ranks: Recruit 2 Independent Heroes (controlled by other writers) to join your faction; Aspiring Commander: 5 honor-guard war-machines; Expert: Gain highest proficiency level in Stab
Story So Far
The current faction leader of the Metal Lords.
Thread/Session Tracker
None